- gfx: fixed DDraw renderer border refresh bug- input: corrected keyboard matrix quirk- changed power-on timing, to prevent "A Life M36 Planet" from locking up- added movie time code view option on play/record (hh:mm:ss;ff)- vdp: you can now disable/enable sprite and tile layers- vdp: added unlimited sprites option. This eliminates sprite flickering on most games, without affecting core accuracy: collision and overflow bits still work the same. Games that use overflow as a trick to hide sprite lines, like Athletic Land when falling into the water, will show glitches.- sound: added "triple buffering" to prevent overflows on longer frames- timing: speed up setting is now in percentage instead of integer multiply- timing: added slowdown feature, working similar to speed up (default: F10)- gfx: auto save palette didn't work- input: added "invert" function for axes- input: limited the speed of DInput reads, instead of always at every vblank. It sometimes returned wrong values in fast forward mode.- timing: added direct control over frame speed/reverse with an analogue axis, by default mouse Y axis while holding F10 + F12. I call it DJ scratching, since it kind of resembles that.- added AMD flash memory emulation, and Matra's INK mapper. One INK cartridge died in the process (no, not inkjet), curses were heard as far away as planet Gradius.- fixed crash when opening an SCC game by drag-dropping, while that same SCC game was already running